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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp)
CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp)
CGLM_INLINE float glms_project_z_zo(vec3s v, mat4s m)
*/
#ifndef cglms_project_zo_h
#define cglms_project_zo_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
#include "../../clipspace/project_zo.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
* the matrix should contain projection matrix.
*
* if you don't have ( and don't want to have ) an inverse matrix then use
* glm_unproject version. You may use existing inverse of matrix in somewhere
* else, this is why glm_unprojecti exists to save save inversion cost
*
* [1] space:
* 1- if m = invProj: View Space
* 2- if m = invViewProj: World Space
* 3- if m = invMVP: Object Space
*
* You probably want to map the coordinates into object space
* so use invMVP as m
*
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
* glm_mat4_inv(viewProj, invMVP);
*
* @param[in] pos point/position in viewport coordinates
* @param[in] invMat matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
*
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unprojecti_zo(vec3s pos, mat4s invMat, vec4s vp) {
vec3s dest;
glm_unprojecti_zo(pos.raw, invMat.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object coordinates to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] pos object coordinates
* @param[in] m MVP matrix
* @param[in] vp viewport as [x, y, width, height]
*
* @returns projected coordinates
*/
CGLM_INLINE
vec3s
glms_project_zo(vec3s pos, mat4s m, vec4s vp) {
vec3s dest;
glm_project_zo(pos.raw, m.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glms_project_z_zo(vec3s v, mat4s m) {
return glm_project_z_zo(v.raw, m.raw);
}
#endif /* cglm_project_zo_h */
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